游戏的背景图可以是只有一个(很长很长),也可以是分开有几个相同大小的小图。
这里写两个小例子,第一个是单次移动一张很长很长的背景图:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title></title> <script type="text/javascript"> var w = 900; var h = 400; var x0 = 0; var y0 = 0; var ctx0; var image0= new Image(); image0.src ="background.jpg"; function init() { ctx0 = document.getElementById('canvas').getContext('2d'); setInterval(paintback,50); } function paintback() { x0 +=10; ctx0.clearRect(0,0,w,h); ctx0.drawImage(image0,x0,y0,w,h,0,0,w,h); } </script> </head> <body onload="init();"> <canvas id="canvas" width="900" height="600">I am sorry that YOU CAN'T USE the html5</canvas> </body> </html>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title></title> <script type="text/javascript"> var w = 900; var h = 600; var x0 = 0; var y0 = 0; var x1 = w; var y1 = 0; var x2 = 2*w; var y2 = 0; var move = 100; var ctx0; var image0= new Image(); image0.src ="0.jpg"; var image1 = new Image(); image1.src = "0.jpg" var image2 = new Image(); image2.src = "0.jpg" function init() { ctx0 = document.getElementById('canvas').getContext('2d'); setInterval(paintback,100); } function paintback() { ctx0.clearRect(0,0,w,h); x0 +=move; x1 +=move; x2 +=move; if(x0>=2*w) { x0=move-w; } if(x1>=2*w) { x1=move-w; } if(x2>=2*w) { x2=move-w; } ctx0.drawImage(image0,x0,y0,w,h); ctx0.drawImage(image1,x1,y1,w,h); ctx0.drawImage(image2,x2,y2,w,h); } </script> </head> <body onload="init();"> <canvas id="canvas" width="900" height="600">I am sorry that YOU CAN'T USE the html5</canvas> </body> </html>